Base Class: Monk
After wandering the world and honing your skills you have felt a calling to improve yourself and maximize your ability. You feel an awaking inside you that allows you to preform skills that are on par with the magical spells of others.
Path of the Wanderer
Unlocked Potential
At 3rd level you are able to call upon the potential within to unleash abilities that you can acquire through your training. The abilities that you learn can be cast as spells by spending Ki points equal to their spell level. See below for details.
Level Abilities
3 Zephyr Strike, Misty Step
6 Lightning Bolt, Far Step
11 Steel Wind Strike, Tenser's Transformation
17 Limit Break
Bushido
You forgo the Stunning Strike ability and gain access to Maneuvers. You are able to spend a Ki point to use a maneuver (PHB pg74). Maneuvers. You learn three of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per turn. You may swap one for another when you level up. Ignore text about superiority dice.
Unlocked Potential
You are able to call upon the potential within to unleash abilities that you can acquire through your training. The abilities that you learn can be cast as spells by spending Ki points equal to their spell level. You gain access to the Lightning Bolt and Far Step spells.
Whirlwind attack
You can use your Action to make a melee Attack against any number of Creatures within 5 feet of you, with a separate Attack roll for each target.
Unlocked Potential
You are able to call upon the potential within to unleash abilities that you can acquire through your training. The abilities that you learn can be cast as spells by spending Ki points equal to their spell level. You gain assess to the Steel Wind Strike and Tenser's Transformation spells.
Limit Break
At 17th level you have discovered a way to break through you own limits. As your action you may spend 10 ki points to attempt to cast Invulnerability (ignore components) by rolling a D20.
18-20 you succeed.
15-17 you fail, but regain Ki points equal to 2D6.
11-14 You fail, but regain Ki points equal to 1D6.
5-10 You fail.
2-4 You fail and are stunned until the beginning of your next turn.
1 You fail and fall unconscious.
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